Combine two max-level colors to discover a new one!
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Available for Mixing (Lvl 10+)
Rebirth
Reset your progress to earn Rebirth Points, unlocking powerful permanent upgrades.
You need 1,000,000 Chroma to Rebirth.
You have 0 Rebirth Points.
Rainbow
Reset your Rebirth progress to earn Rainbow Points, unlocking the ultimate permanent upgrades.
You need 350 Rebirth Points to perform a Rainbow.
You have 0 Rainbow Points.
Transparency
Reset your Rebirth and Rainbow progress to earn Transparency Points, unlocking the most powerful permanent upgrades in the universe.
You need 7.5 Rainbow Points to perform a Transparency.
You have 0 Transparency Points.
Player Level: 1
XP: 0 / 100
Rarity Bonuses:
Epic: 0%
Legendary: 0%
Mythic: 0%
Divine: 0%
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Unlock this in the Rainbow tab.
Adjust the volume of the background music.
Enable an alternative click-based mixing method. Instead of selecting a color then a slot, click a color to see placement options.
Display color codes in RGB format (e.g., rgb(255, 0, 0)) instead of HEX format (e.g., #FF0000) on the color cards.
Display all numbers in scientific notation (e.g., 1.23e+6).
When a color is in the mixer, hide other colors that have already been mixed with it.
Sets your Player Level to 1 and resets your XP. This is useful for testing or if you feel stuck. Cannot be undone.
Game Guide
Welcome to the Idle Colors guide! Select a topic below to learn about the core mechanics of the game.
Rarities Guide
In Idle Colors, every color you discover has a rarity. This is one of the most important factors for your progress, as higher rarities provide a massive boost to Chroma production. This guide will break down everything about how rarities work.
Rarity Tiers & Bonuses
Each rarity tier gives a multiplier to a color's final production. Legendary colors have a trade-off: they produce a lot, but also cost more to upgrade.
Common / Uncommon: 1x (Base Production)
Rare: 1.4x Production
Epic: 2.0x Production
Legendary: 4.5x Production & 1.2x Upgrade Cost (20% more expensive)
Mythic: 7.0x Production
Divine: 20.0x Production
How Rarity is Determined
The method for determining a new color's rarity changes completely once you unlock the Player Level system (by purchasing the 'Transparent Red' upgrade). Below are the two systems explained in detail.
Phase 1: Before Player Levels (The "Early Game")
Before you unlock Player Levels, rarity is handled by the game's internal color logic and a special lottery for the Legendary tier. During this phase, Mythic and Divine rarities cannot be obtained.
Common, Uncommon, Rare, Epic: For these rarities, the game's color system decides what fits best. When you mix colors, the system looks at the parent colors and the resulting new color's stats and appearance, then assigns a rarity that fits those values.
Legendary: This rarity cannot be chosen by the basic color system directly. It can only be obtained through a specific, two-step process:
The Production Check: The new color's calculated Base Production must be extremely high (over 1 Billion Chroma/second at max level). This is only possible by mixing very powerful parent colors that are themselves high-level and high-rarity. If this check fails, the color cannot be Legendary.
The Dice Roll: If the production check passes, you get a small chance for the color to become Legendary. The chance depends on the parents you used:
Mixing 2 Epic colors: 5% chance for Legendary.
Mixing 1 Rare and 1 Epic color: 3% chance for Legendary.
Mixing 2 Rare colors: 1% chance for Legendary.
3-Color Legendary Mixes: If you've unlocked 3-slot mixing, the chances for Legendary (if the production check passes) are more complex:
1 Epic, 1 Rare, 1 Common/Uncommon: 3.5% chance
2 Epic, 1 Common/Uncommon: 5.5% chance
2 Epic, 1 Rare: 4.5% chance
3 Epic colors: 7% chance (the highest possible!)
2 Rare, 1 Common/Uncommon: 1.5% chance
3 Rare colors: 2% chance
Phase 2: With Player Levels (The "Endgame")
After purchasing the 'Transparent Red' upgrade, you unlock the Player Level system. You gain XP for every new color you discover. From this point on, your Player Level, not any external system, dictates your chances of finding high-rarity colors. This is the only phase in which Mythic and Divine colors can be obtained.
When a new color is created (either through mixing or the 'Random Color' button), the game performs a series of "dice rolls" for each high rarity, starting from the best (Divine). If you succeed on a roll, you get that rarity, and no further rolls are made. If you fail, it tries for the next one down. If all rolls fail, you will default to a Common, Uncommon, or Rare color. This means Divine is checked first, then Mythic, then Legendary, and finally Epic.
Your chances for these top-tier rarities increase significantly as you level up:
Level 1-2: No bonus chances. You will only find Common, Uncommon, or Rare colors.
Level 3: 2% for Epic, 0.3% for Legendary.
Level 4: First chance for Mythic rarity (0.1%).
Level 5: 5% for Epic, 1.5% for Legendary, 0.2% for Mythic.
Level 6: 7% for Epic, 2% for Legendary, 0.3% for Mythic, and a tiny 0.1% for Divine.
Level 8: 10% for Epic, 2.5% for Legendary, 0.7% for Mythic, 0.1% for Divine.
Level 8+: The chances continue to scale with each level, making high-rarity colors more and more frequent.
Strategies for Acquiring Mythic and Divine Colors
Since Mythic and Divine colors are exclusively tied to your Player Level, your primary strategy must revolve around maximizing XP gain and leveling up. Here's how:
Unlock the Player Level System: The absolute first step is to acquire the 'Transparent Red' upgrade in the Transparency tab. Without this, no amount of mixing will yield Mythic or Divine colors.
Consistent XP Generation: You gain XP every time you discover a new color. This means:
Mixing New Combinations: Continue to experiment with mixing different max-level colors to discover previously unseen combinations. Even if the resulting color isn't Mythic or Divine, the act of discovery grants XP, pushing you closer to higher Player Levels. Focus on exploring all possible unique pairings and triple-mixes.
Utilizing the 'Random Color' Button: Once unlocked (via 'Max Purple' rebirth upgrade), this button provides a consistent way to discover new colors, especially after you've exhausted most mixer combinations. Use it whenever its cooldown is ready to keep generating XP. Transparency upgrades can significantly reduce its cooldown.
The Power of Persistence: Crucially, your Player Level and accumulated XP do not reset when you perform a Rebirth, Rainbow, or Transparency. This means your progress towards higher rarity chances is permanent! Every new color you discover contributes to your overall player progression, making it easier to find Mythic and Divine colors in subsequent playthroughs or prestige cycles.
Focus on Leveling, Not Specific Mixes: Unlike Phase 1 where specific parent rarities influenced Legendary chances, in Phase 2, the actual rarity of the *parents* you mix doesn't directly influence the chance of getting a Mythic or Divine *result*. It's all about your Player Level. Therefore, your goal should be to discover *any* new color, regardless of its parents, to maximize your XP gain.
Remember, Divine rarity is the pinnacle, offering a massive 20x production boost. Obtaining a Divine color is incredibly rare and a true testament to your dedication and Player Level. Mythic colors are also exceedingly rare and powerful, a significant step up from Legendary.
✨ Shiny Colors: A Special Status
Shiny is a special property, completely separate from rarity, that any discovered color can have. A Shiny color is visually indicated by a golden border and provides powerful buffs.
Buffs: 1.5x Production and 0.7x Upgrade Cost (a 30% discount!). This makes them incredibly valuable.
How to get them: Shiny chances come from two specific upgrades. They are checked separately, meaning you get two chances for a color to be shiny if you have both upgrades.
'Max Cyan' (Rebirth Upgrade): Grants a 5% chance for any newly discovered color to be Shiny.
'Transparent White' (Transparency Upgrade): Provides an additional, separate 2.5% chance for a color to be Shiny.
Production & Cost Guide
How Production is Calculated
A color's final Chroma Per Second (C/s) is determined by multiplying several factors together:
Base Production: A starting value unique to each color.
Level Multiplier: The higher the level, the bigger the bonus. For example, level 10 gives a much larger bonus than 10x the production of level 1.
Rarity Multiplier: The bonus you get from the color's rarity (e.g., 4.5x for Legendary).
Shiny Bonus: A 1.5x multiplier if the color is shiny.
Global Upgrade Multipliers: Several Rebirth and Rainbow upgrades provide game-wide production boosts (e.g., 'Max Green' gives 1.5x to all colors). These all stack multiplicatively.
How Upgrade Cost is Calculated
The cost to level up a color also has its own formula:
Base Cost: A starting value unique to each color.
Cost Multiplier: Each color has its own cost multiplier (usually between 1.15 and 1.3). Each level up becomes more expensive based on this rate.
Shiny Discount: If a color is shiny, all its upgrade costs are multiplied by 0.7 (a 30% discount).
Legendary Penalty: If a color is Legendary, its upgrade costs are multiplied by 1.2 (a 20% increase) to balance its high production.
Procedurally Generated Colors (Mixing)
When you mix colors that don't have a pre-defined result, the game uses a deterministic, stat-based generator to create a new one. Here's how its stats are determined:
The game calculates what the production of the parent colors would be at their maximum level.
It then sets the new color's Base Production so that its max-level production will be slightly higher (for 2-color mixes) or slightly lower but still strong (for 3-color mixes) than the combined parents. This keeps mixing as a steady step forward without breaking balance.
The game sets the new color's Base Cost to be roughly 35–45 times its Base Production. This keeps costs meaningful but not absurd relative to income.
The resulting color's hex value is averaged from the parents, and the game finds the closest match in a large external color-name list. That real-world name is used for the color, and its rarity is chosen using the same rarity rules described in the Rarities and Mixer guides (including Legendary checks and Player Level rolls).
Rebirth Colors Buy Order Guide
Goals of an Efficient Buy Order
The Rebirth Colors (Max Red, Max Green, etc.) are permanent upgrades that define the pace of your entire run. A good buy order aims to:
Increase Chroma income early so you can reach Rebirth faster.
Unlock key mechanics (Mixer, Random Color, Rainbow, Transparency) as soon as they become efficient, not just possible.
Minimize “dead” upgrades that give bonuses you won’t fully use yet.
This section provides a practical, step-by-step route, assuming a normal progression with no external boosts.
Early Game Route (First Few Rebirths)
In the early game, your only goal is to reach Rebirth faster and unlock more tools. At this stage, you will usually follow this order:
Why first: It immediately speeds up all new discoveries, making every mix more valuable and shortening time to your next Rebirth.
Result: Colors ramp up faster, making your early mixing far less painful.
2. Max Green (Cost: 1.5 RP)
Effect: Colors enter the Mixer at level 8 instead of 10, and you gain a global x1.5 Chroma multiplier.
Why second: The global production boost is huge and permanent, and earlier Mixer access lets you start generating new colors earlier in each run.
Synergy: Combines nicely with Max Red because every new color now enters the game stronger and reaches Mixer usability sooner.
3. Max Blue (Cost: 3 RP)
Effect: Raises max color level from 10 to 12.
Why third: This doesn’t feel strong immediately, but it increases your long-term scaling, especially for your best colors and future procedurally generated ones.
When to buy: After you can comfortably reach a few RP per Rebirth; buying it too early delays stronger multipliers.
Mid Game Route (Chasing Strong Multipliers)
Once you have the “RGB trio”, you want to scale your Rebirth Points and Chroma as hard as possible and unlock more tools:
4. Max Yellow (Cost: 5 RP)
Effect: x2.5 Chroma and x1.5 Rebirth Points.
Why now: This is your first massive global multiplier that affects everything you do. It is one of the most impactful upgrades in the entire Rebirth tree.
Tip: After buying Max Yellow, it’s often worth doing a couple of fast Rebirths just to enjoy the RP multiplier.
5. Max Cyan (Cost: 8 RP)
Effect: 5% chance for newly discovered colors to be Shiny (x1.5 Production, x0.7 Upgrade Cost).
Why now: Shiny colors are both stronger and cheaper to level, making them ideal anchor colors in each run.
Synergy: Shiny Legendary/Mythic/Divine colors later are insanely strong, so this is future-proofing your account.
6. Max Purple (Cost: 15 RP)
Effect: Unlocks the Random Color button (150s cooldown baseline).
Why now: Random Color gives you a steady stream of new procedurally generated colors. This is important for filling out your collection and, once you unlock Player Levels, for XP generation.
Note: At this stage the cooldown feels long, but later upgrades (Crimson, Transparent White) make it very strong.
Unlocking Rainbow & Beyond
7. Max White (Cost: 20 RP)
Effect: Unlocks 3-slot mixing in the Mixer.
Why now: 3-slot mixing opens the door to stronger AI colors and special legendary chances. It also gives you much more flexibility in color combinations.
Tip: Once you have Max White, start experimenting with triple mixes from your strongest high-rarity colors.
8. Max Black (Cost: 100 RP)
Effect: Unlocks the Rainbow prestige layer and gives x3 Rebirth Points.
Why now: This is your gateway to the Rainbow system, which then feeds back even more RP scaling and unlocks the Pink-tier Rebirth upgrades.
Strategy: Don’t rush Max Black until you can reasonably afford it without stalling your normal progression; it’s expensive but crucial.
Pink Tier Rebirth Upgrades (Late Game)
The pink-tier Rebirth upgrades appear once you purchase the Rainbow Pink upgrade. They are extremely strong and designed for late-game scaling:
Max Brown
Effect: All colors get +2 levels on discovery, and Red, Green, Blue start at level 8 after Rebirth (also stacks with Max Red).
Use: Best for speeding up the early part of each run and making new AI colors immediately impactful.
Max Grey
Effect: Increases max color level by 2 and synergizes later with Rainbow Grey’s higher max levels.
Use: Pure scaling – all your best colors benefit from a higher ceiling, which scales especially well with multiplicative bonuses.
Max Crimson
Effect: Sets Random Color cooldown to 110 seconds and multiplies your Rebirth Points by x3.
Use: Extremely powerful for both RP farming and color collection. Pairs very well with Transparent White later.
Max Pink
Effect: x10 Rebirth Points and unlocks the Transparency layer.
Use: This is a high-priority target once you can reach it. It massively accelerates RP gain and opens the endgame Transparency system.
Recommended Overall Buy Order (Summary)
If you want a simple “follow this” route, use this as a baseline (you can always adjust if you enjoy experimenting):
Max Red
Max Green
Max Blue
Max Yellow
Max Cyan
Max Purple
Max White
Max Black (then start using Rainbow)
Pink-tier (Brown / Grey / Crimson / Pink) in whatever order best fits your current bottleneck (income, RP, Random Color reliance).
Remember: Rebirth upgrades are permanent. Even if you take a slightly “suboptimal” route, you are never truly wasting progress; you are just changing which bonuses you get earlier.
Complete Mixer Logic Guide
Basic Mixer Rules
The Mixer is where you combine colors to discover new ones. It follows a clear set of rules:
You can mix 2 colors by default; 3-slot mixing unlocks with the Max White Rebirth upgrade.
Only colors at or above a certain level are available for mixing. This threshold starts at max level (10) and is lowered by some upgrades (e.g., Max Green, Rainbow Grey, Transparent White).
When you mix colors, one of two things happens:
You get a pre-defined color (like Yellow from Red + Green), or
The game uses its internal generator to create a brand-new color if no pre-defined result exists.
Pre-Defined Mixes vs AI Mixes
Some color combinations are “baked into” the game. For example, Red + Green always makes Yellow. The logic is:
Take your chosen colors and sort them (internally) by ID to form a unique “combination key”.
Check pre-defined color data for a matching components list:
If a match exists and the resulting color is not yet unlocked, you instantly unlock that color and give it minimum starting level (affected by Max Red/Brown, etc.).
The combination is added to your internal “completed mixes” list so the game knows you’ve discovered that result.
If no pre-defined color matches the combination, the game checks whether this exact set of components has ever been mixed before:
If yes: you’ve already discovered the result, so the Mixer tells you that you already know this mix.
If no: the game uses its deterministic generator to create a completely new color with its own name, stats, rarity, and hex code.
This means every unique combination of components can only unlock something new once. After that, it’s already in your discovered pool.
Procedural Color Generation Details
When the game needs to generate a new color (2-color or 3-color mixing), it uses a deterministic system based entirely on existing colors and your upgrades:
Compute each parent’s theoretical max-level production based on your current global upgrade state (Rebirth/Rainbow/Transparency bonuses).
Sum these max-level values and apply a multiplier:
For 2-color mixes, the target child is roughly a bit stronger than both parents combined (around 1.1x).
For 3-color mixes, the child is slightly under the total sum (around 0.9x) to keep things balanced.
Back-calculate the Base Production for the new color so that, when leveled to max with your current rules, it hits that target production.
Set the Base Cost as a factor of Base Production (roughly 35x–45x), aiming to keep costs meaningful but not absurd.
Choose a hex color for the result by averaging the RGB components of the parents, then look up the closest matching entry in a large color-name list (like “1989 Miami Hotline” or “21st Century Blue”). That name becomes the color’s name.
Assign a rarity using:
The pre-level Legendary rules (production threshold + parent-rarity based chance) when Player Levels are locked.
The Player Level rarity rolls (Divine → Mythic → Legendary → Epic) after unlocking Transparent Red.
The game then stores the new color in your colorConfig, marks the combination as completed, and unlocks the color at a starting level boosted by Max Red/Brown, etc.
Legendary, Mythic & Divine in the Mixer
The Mixer’s rarity logic is split into two phases, just like the general rarities system:
Before Player Levels (no Transparent Red yet):
The game checks if the new color’s theoretical max-level production is extremely high (over 1B C/s).
If it is, then it rolls for a Legendary outcome based on the rarities of the parents and whether you used 2 or 3 colors (see Rarities Guide for exact percentages).
If the Legendary roll fails or the production check fails, a lower rarity (Common–Epic) is chosen instead.
Mythic and Divine are impossible in this phase.
After unlocking Player Levels (Transparent Red):
Legendary/Mythic/Divine are no longer decided by parent rarities.
Instead, whenever a new color is created in the Mixer, the game rolls rarity in this order: Divine → Mythic → Legendary → Epic, using your current Player Level chances.
If all rolls fail, you get a lower-tier rarity (Common/Uncommon/Rare) based on the base rarity distribution.
Shiny Rolls in the Mixer
Every time you discover a new color via the Mixer (pre-defined or AI-generated), the game performs up to two independent Shiny rolls:
If you own Max Cyan: 5% chance to be Shiny.
If you own Transparent White: an additional 2.5% chance.
These checks are independent, meaning having both upgrades effectively gives you around a 7.375% total chance for Shiny per discovery. Shiny status is applied after rarity is decided, so you can have Shiny Legendary/Mythic/Divine colors.
Mixer Slot Rules & Anti-Cheese
Without Max White, you can only use 2 slots and cannot mix a color with itself.
With Max White (3-slot mode):
You may use the same color twice (e.g., A + A + B), but never three times (A + A + A is blocked).
This prevents trivial “triple stacking” of a single overpowered color while still allowing some repetition.
If you attempt a mix that has already been discovered (pre-defined or AI), the Mixer clearly tells you that you already know the result and doesn’t create a duplicate.
XP and the Mixer
Once you unlock the Player Level system (Transparent Red), the Mixer becomes a major XP source:
Every time you discover a new color via mixing, you gain a small amount of XP (1–3).
This XP is permanent and does not reset on Rebirth, Rainbow, or Transparency.
The more unique combinations you try, the faster your Player Level rises, increasing your future chances for Mythic and Divine colors.
Practical Mixer Strategy
Early Game: Focus on unlocking all pre-defined mixes (like Yellow, Purple, Cyan, White). This gives a solid base of strong colors to work with.
Mid Game: Use your highest rarity and highest level colors in the Mixer to push generated results above the Legendary threshold. Prioritize combinations that you haven’t tried before.
3-Slot Era: Once Max White is purchased, experiment with triple mixes that combine several strong parents. This is where many of your most powerful generated colors will come from.
Late Game (with Player Levels): Treat every new mix as both a chance for a top-tier rarity and a source of XP. Don’t obsess over “perfect parents”; instead, aim to systematically cover as many unique combinations as possible.
If you ever feel stuck, remember: as long as you are mixing new combinations and discovering colors you haven’t seen before, you are progressing your account through XP and potential high-rarity hits.